• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:47
CEST 07:47
KST 14:47
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists16[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0
Community News
2026 GSL Season 1 Qualifiers14Maestros of the Game 2 announced82026 GSL Tour plans announced14Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid24
StarCraft 2
General
Maestros of the Game 2 announced Team Liquid Map Contest #22 - The Finalists MaNa leaves Team Liquid 2026 GSL Tour plans announced Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
2026 GSL Season 1 Qualifiers Sparkling Tuna Cup - Weekly Open Tournament GSL CK: More events planned pending crowdfunding RSL Revival: Season 5 - Qualifiers and Main Event Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 522 Flip My Base The PondCast: SC2 News & Results Mutation # 521 Memorable Boss Mutation # 520 Moving Fees
Brood War
General
ASL21 General Discussion Pros React To: ASL S21, Ro.16 Group C BGH Auto Balance -> http://bghmmr.eu/ [TOOL] Starcraft Chat Translator Data needed
Tourneys
[ASL21] Ro16 Group C [ASL21] Ro16 Group D [Megathread] Daily Proleagues [ASL21] Ro16 Group B
Strategy
What's the deal with APM & what's its true value Simple Questions, Simple Answers Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
Diablo IV Nintendo Switch Thread Dawn of War IV Starcraft Tabletop Miniature Game General RTS Discussion Thread
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1823 users

Dynamic Unit Movements, Your Thoughts? - Page 22

Forum Index > SC2 General
Post a Reply
Prev 1 20 21 22 23 24 40 Next All
Rococo
Profile Joined May 2011
United States331 Posts
May 18 2011 22:14 GMT
#421
It's hard to see balance implications as a legitimate reason not to do something when non-trivial balance changes are attached to each patch and two expansions are on the way. Blizzard doesn't see SC2's balance state as calcified, and if they decided that an overhaul to unit pathing would improve the game, they'd package it in with HOTS and spend a long open beta rebalancing each and every unit as needed.

The thing is that SC2's movement algorithms were designed with ease of use in mind, not pro level play or the spectator experience. And at making a Starcraft that's less frustrating to play than the original, Blizzard was successful. Perhaps there will be tweaks in the right direction, but a complete reversion back to the old way is doubtful just because accessibility will always be a primary design goal for Blizzard.

(As an aside, I've always wondered if the current AI was first made for zerglings specifically and then applied to everything. Zergling swarms move rather beautifully in Starcraft 2 given their speed and numbers, like schools of fish. And from both a design and flavor standpoint it makes sense for groups of zerglings to behave like one unit. But applied to entire armies with diverse compositions it's a bit of a mess visually and micro often feels like trying to dig a hole in loose sand.)
Brief.Starcraft
Profile Joined January 2011
United States35 Posts
Last Edited: 2011-05-19 00:12:32
May 19 2011 00:11 GMT
#422
On May 19 2011 07:14 Rococo wrote:
The thing is that SC2's movement algorithms were designed with ease of use in mind, not pro level play or the spectator experience. And at making a Starcraft that's less frustrating to play than the original, Blizzard was successful. Perhaps there will be tweaks in the right direction, but a complete reversion back to the old way is doubtful just because accessibility will always be a primary design goal for Blizzard.


We aren't going back to the old, Brood War, way. Units will still be easy to control and not run around in random directions, they'll just spread out more naturally because they'll see each other. Currently, units just run one another over. Quite rude if you ask me.

Jayrod
Profile Joined August 2010
1820 Posts
May 19 2011 00:36 GMT
#423

And seriously, this baneling vs marine argument is getting tiresome. Could people PLEASE watch some marines vs lurkers, scourge vs wraith splitting, reaver baiting and such things? Dynamic movement wouldn't destroy that 'epic' marine dodging - the damn banelings wouldn't go in a single file anymore, making dodging potentially harder if anything.
[/quote]
What's getting tiresome are the comparison's to BW. Did BW have stronger marines? Did BW have reactors to mass produce them faster? Was broodwar this fast-paced? BW analogies only work sometimes and not here.
Yorke
Profile Joined November 2010
England881 Posts
May 19 2011 02:08 GMT
#424
Absolutely agree, I feel the clumping into a ball hurts both competition and spectator value considerably.

I would love this change.
@YorkeSC - RIP MIT Police Officer Sean Collier, BW fan
Alizee-
Profile Blog Joined September 2007
United States845 Posts
May 19 2011 02:25 GMT
#425
I really would love to see this get a lot more attention. This fix would potentially be the most dramatic change for the better we could possibly expect to see.
Strength behind the Pride
mikeymoo
Profile Blog Joined October 2006
Canada7170 Posts
May 19 2011 02:38 GMT
#426
I would consider buying sc2 if this change was implemented.
o_x | Ow. | 1003 ESPORTS dollars | If you have any questions about bans please PM Kennigit
Ryhn
Profile Joined February 2010
United States509 Posts
May 19 2011 02:42 GMT
#427
I would love this too.

SC2 as a spectator sport would be greatly enhanced by this style of unit pathing! =3
Famous Books Written by Progamers - "Clam: Mastering your other self"
VGhost
Profile Blog Joined March 2011
United States3618 Posts
May 19 2011 02:51 GMT
#428
On May 19 2011 06:29 NoobSkills wrote:
OP

You're making the comparison to BW, but in BW units clumped together as well.

Micro in that game as well as not having a whole 200/200 army together at all times is what made the units not stay in such a ball. Marine split to avoid lurker splash. Zealot spreading to breach a tank line to avoid splash. Vultures moved to defend several parts of a siege line instead of all being pushed to one direction.

This happened in BW as well, the players knew a ball formation would hurt them, so they used micro to fix that.


The spread-it-out is mainly a side effect of what the OP is talking about though. Atm in SC2 units are "smart": control groups will move together, units get out of each other's way (and stay out of the way of workers building things, at least sometimes). BW as far as I can tell unit AI was much more individualized (and therefore "dumb").

The ideal solution, in my opinion, would be to have some kind of toggle where a control group could have either an (organized) "formation" (cf AoEII) or be every unit for itself (BW). The current SC2 "blob-'formation'-as-default" is close to the worst possible, aesthetically speaking. I suppose my hypothetical toggle could have a 3rd "blob" setting since that's important for some compositions (at least at the moment), but I don't think any significant portion of the serious community (I have no idea about the "average gamer") actually likes it.

Whether it's worth it/possible to/actually going to happen that change is made is a different question, of course.
#4427 || I am not going to scan a ferret.
Angra
Profile Blog Joined May 2009
United States2652 Posts
Last Edited: 2011-05-19 03:01:41
May 19 2011 02:54 GMT
#429
On May 19 2011 09:36 Jayrod wrote:
Show nested quote +

And seriously, this baneling vs marine argument is getting tiresome. Could people PLEASE watch some marines vs lurkers, scourge vs wraith splitting, reaver baiting and such things? Dynamic movement wouldn't destroy that 'epic' marine dodging - the damn banelings wouldn't go in a single file anymore, making dodging potentially harder if anything.

What's getting tiresome are the comparison's to BW. Did BW have stronger marines? Did BW have reactors to mass produce them faster? Was broodwar this fast-paced? BW analogies only work sometimes and not here.


increase baneling splash radius if it becomes a problem

dang that was hard to fix



also, guess one of the biggest reasons why marines are stronger and have higher DPS in SC2? that's right, the whole point behind this thread.
nalgene
Profile Joined October 2010
Canada2153 Posts
Last Edited: 2011-05-19 03:00:44
May 19 2011 02:58 GMT
#430
On May 19 2011 09:36 Jayrod wrote:
Show nested quote +

And seriously, this baneling vs marine argument is getting tiresome. Could people PLEASE watch some marines vs lurkers, scourge vs wraith splitting, reaver baiting and such things? Dynamic movement wouldn't destroy that 'epic' marine dodging - the damn banelings wouldn't go in a single file anymore, making dodging potentially harder if anything.What's getting tiresome are the comparison's to BW. Did BW have stronger marines? Did BW have reactors to mass produce them faster? Was broodwar this fast-paced? BW analogies only work sometimes and not here.

neither one is really "stronger" , one has higher attacks per second while the other has more hp and they kill each other at the same rate.


You wouldn't want to clump vs lurkers, while you would vs zerglings, but the lurker would always strike one target while a baneling may or may not even hit one. Without the autoclumping feature, it would make the marines easier to kill early in the game and the zerglings would last a tiny bit longer. Splash damage units don't kill masses of banelings/zerglings as well as it would though in the later stages into the game.

This change would make the battles longer and more create more games with more multi pronged attacks instead of just rolling over the opponent immediately in some situations.
More games with micro all over the map would be really cool...
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
Alizee-
Profile Blog Joined September 2007
United States845 Posts
May 19 2011 03:00 GMT
#431
Making splash radius increases, etc. is equivalent to balancing the game around larger maps compared to the previous smaller maps. Its a necessary step to make the game good.
Strength behind the Pride
Lightningbullet
Profile Blog Joined April 2010
United States507 Posts
May 19 2011 03:04 GMT
#432
A lot of these complaints can be solved easily imo...play BW. But BW and SC2 are two different games, you I don't see your plan working. I'm sorry
BoxeR is AWESOME!!!!//Proud 2nd Member of the BW>SC2 club.
Lightningbullet
Profile Blog Joined April 2010
United States507 Posts
May 19 2011 03:10 GMT
#433
Is it possible that Blizzard will + Show Spoiler +
consider
this in Heart of the Swarm?
BoxeR is AWESOME!!!!//Proud 2nd Member of the BW>SC2 club.
Toastmold
Profile Joined April 2010
Canada207 Posts
May 19 2011 03:11 GMT
#434
On May 18 2011 17:54 FliedLice wrote:
Sooo.. Wouldn't De-clumping the units mannualy be one of those awesome testaments of a players skill everybody cheered about in Broodwar and cried about when they were missing in SC2?


These are pretty much my thoughts regarding this matter. Look at different ways of controlling your army to spread it out more if desired. Using more control groups would be helpful. There is so much more that could be done micro-wise at the moment. Don't be trapped in the past.
hi.
Belisarius
Profile Joined November 2010
Australia6233 Posts
Last Edited: 2011-05-19 03:19:06
May 19 2011 03:11 GMT
#435
The ideal situation, to me, would be to have units spread a little more than they do now (though less than this) but for control groups to remember their formations as they move.

That way you could pre-arrange a spread or ball depending on the situation, and then move command and have your units retain that. Both would take apm to set up and adjust, but would not require 1000% babysitting during every move command. "Digging a hole in the sand" is a really apt analogy for how it is right now.

Formation-retention even exists in SC2, but the "magic box" is too small to really be useful.
( http://www.teamliquid.net/forum/viewmessage.php?topic_id=195106 )

Patrol scatter is also interesting in theory, but useless in practice.
( http://www.teamliquid.net/forum/viewmessage.php?topic_id=132591#1 )

The one thing we can't afford to do is make it impossible to clump units when the player wants it. This mod does that, and so you really need a more sophisticated solution.


EDIT:

On May 19 2011 12:11 Toastmold wrote:
These are pretty much my thoughts regarding this matter. Look at different ways of controlling your army to spread it out more if desired. Using more control groups would be helpful. There is so much more that could be done micro-wise at the moment. Don't be trapped in the past.


There's definitely more we can do, but the tools we have in this game are just not as effective for this kind of thing as the tools in brood war. In BW you had to fight the spread most of the time, whereas here we have to fight the ball, and the SC2 pathing is just so absurdly good at creating balls no matter what we do that fighting it is almost futile, or takes so much attention it's detrimental to the rest of your game.
L3g3nd_
Profile Joined July 2010
New Zealand10461 Posts
May 19 2011 03:14 GMT
#436
imo they should just change it back to BW, would increase battle times, and increase battle micro. also it would nerf collosus and sentry and tank
https://twitter.com/#!/IrisAnother
Z3kk
Profile Blog Joined December 2009
4099 Posts
May 19 2011 03:15 GMT
#437
On May 19 2011 11:38 mikeymoo wrote:
I would consider buying sc2 if this change was implemented.


I would as well. Unfortunately it looks like Blizz wants the game to be kept this way because they want it to be centered around large clusters of units and for the other reasons probably mentioned already. :[
Failure is not falling down over and over again. Failure is refusing to get back up.
Alizee-
Profile Blog Joined September 2007
United States845 Posts
May 19 2011 03:31 GMT
#438
If everyone makes enough noise about this I can very easily see this being implemented. Get big names on board, get it discussed in state of the game/inside the game and I bet it can happen quite easily. Its far from an impossible change and HotS isn't that far off.

Just make more noise.
Strength behind the Pride
Mr.X
Profile Joined July 2010
Spain115 Posts
May 19 2011 03:38 GMT
#439
I think this is what the game really needs.

However, it is a drastic change.

Blizzard should enable a PTR2 to prove this in depth.
OopsOopsBaby
Profile Blog Joined June 2010
Singapore3425 Posts
May 19 2011 03:42 GMT
#440
The change makes it so much nicer to look at.
s3x2-2 xiao3x2+2 bone3+2+2
Prev 1 20 21 22 23 24 40 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 4h 13m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 201
StarCraft: Brood War
GuemChi 6609
ProTech147
Pusan 147
ToSsGirL 69
yabsab 62
Backho 60
Aegong 39
soO 35
910 11
JulyZerg 10
[ Show more ]
SilentControl 8
Icarus 6
Dota 2
NeuroSwarm136
League of Legends
JimRising 734
Counter-Strike
summit1g6738
Super Smash Bros
Mew2King293
Other Games
C9.Mang0582
WinterStarcraft382
RuFF_SC266
Trikslyr22
Organizations
Other Games
gamesdonequick810
BasetradeTV164
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• practicex 44
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 48
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1350
• Lourlo854
• Stunt391
Other Games
• Scarra1690
Upcoming Events
The PondCast
4h 13m
KCM Race Survival
4h 13m
WardiTV Map Contest Tou…
5h 13m
Gerald vs herO
Clem vs Cure
ByuN vs Solar
Rogue vs MaxPax
ShoWTimE vs TBD
OSC
9h 13m
CranKy Ducklings
18h 13m
Escore
1d 4h
RSL Revival
1d 11h
Replay Cast
1d 18h
WardiTV Map Contest Tou…
2 days
Universe Titan Cup
2 days
Rogue vs Percival
[ Show More ]
Ladder Legends
2 days
uThermal 2v2 Circuit
2 days
BSL
2 days
Sparkling Tuna Cup
3 days
WardiTV Map Contest Tou…
3 days
Ladder Legends
3 days
BSL
3 days
Replay Cast
3 days
Replay Cast
4 days
Wardi Open
4 days
Afreeca Starleague
4 days
Soma vs hero
Monday Night Weeklies
4 days
Replay Cast
4 days
Afreeca Starleague
5 days
Leta vs YSC
Replay Cast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-04-22
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W4
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.